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I have a white blob inside a character's mouth. I want it to look like
teeth. The normal gradient x doesn't give the effect I want: it looks
like narrow teeth with wide gaps and I want the opposite.
Any ideas on a quick change: I actually wish there were an INVERSE
command here!
I've summarized the problem with the following code:
//
cylinder {z*3-y,z*3,1 pigment {rgb 1}
normal{gradient x frequency 10}
}
light_source{-10*z+10*x rgb 1}
//
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slope_map
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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Isn't that what slope_map is for?
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How about quilted?
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Wild!
#declare piggy=texture{pigment {rgb 1}
normal {
gradient x
slope_map {
[0 <1, 0>]
[0.45 <1, 0>]
[0.45 <1, -1>]
[0.46 <-0,-1>]
[0.46 <-0,0>]
[0.54 <-0,0>]
[0.54 <-0,1>]
[0.55 <1, 1>]
[0.55 <1,0>]
[1 <1,0>]
}
frequency 4
}
finish{ambient 0.25}
}
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